Base Class: Cleric
The Domain of Darkness promotes the ideals of an inevitable end, deceit, sloth, and destruction, often using the symbol of the moon. While not necessarily evil, they are very seldom good alignments. They are devoted to continuing the flow night after day and that there is always deceit in the light. There is always night after day and shadow behind light. Clerics of the darkness domain are cursed souls infused with the knowledge that all things must die and the power to make that happen.
Darkness Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Freezing Hands (Burning hands with cold damage), Sleep |
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Passage of Night
When you choose this domain at 1st level, you no longer have to sleep and magic cannot put you to sleep. You gain the benefits of a long rest after 4 hours of prayer and meditation and 4 hours of light activity.
Focused Umbra
Also at 1st level, you can cause darkness to wreath an enemy. When a creature within 30 feet of you that you can see is targeted with an attack, you can use your reaction to grant advantage on the attack roll, causing shadow to surround them you before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shadow of the Dusk
Starting at 2nd level, you can use your Channel Divinity to harness darkness, destroying light and dealing necrotic damage to your foes.
As an action, you present your holy symbol, and create a flash of magical darkness in an aura around you. Any magical Light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you makes a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.
Dark Sight
Starting at 6th level you can see in darkness as though it were bright light and while in darkness you treat any 1 as a 2 on damage dice for necrotic damage.
Potent Spellcasting or Divine Strike
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage the target. When you reach 14th level, the extra damage increases to 2d8.
Visage of Darkness
Starting at 17th level, you can use your action to activate an aura of magical darkness that lasts for 1 minute or until you dismiss it using an action. Darkness surrounds you in a 60-foot radius. Enemy creatures in the darkness have disadvantage on saving throws against any spell that deals cold or necrotic damage.
Comments